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authorjussi2025-06-02 20:49:51 +0300
committerjussi2025-06-02 20:49:51 +0300
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Frustum math from raylib extras.
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@@ -3682,7 +3682,7 @@ Default projection matrix near cull distance
---
-> RL_CULL_DISTANCE_FAR = 1000
+> RL_CULL_DISTANCE_FAR = 1000.0
Default projection matrix far cull distance
@@ -10746,6 +10746,42 @@ Check whether two given quaternions are almost equal
---
+## Math - Frustum
+
+---
+
+> frustum = RL.ExtractFrustum( Matrix projection, Matrix modelview )
+
+Extract frustum from projection and modelView matrices.
+
+- Success return Vector4{}
+
+---
+
+> inFrustum = RL.PointInFrustum( Vector4{} frustum, Vector3 position )
+
+Check if point inside frustum
+
+- Success return bool
+
+---
+
+> inFrustum = RL.SphereInFrustum( Vector4{} frustum, Vector3 position )
+
+Check if sphere inside frustum
+
+- Success return bool
+
+---
+
+> inFrustum = RL.AABBInFrustum( Vector4{} frustum, Vector3 min, Vector3 max )
+
+Check if AABB inside frustum
+
+- Success return bool
+
+---
+
## Gui - Global gui state control functions
---